PM3.02 - Ike - Subaction - LandingHeavy_1

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Stats

IASA: 4
Subaction Index: 0x33

Scripts

Main

  1. Subroutine(Wait1 Main 0x30c20)
  2. if ((InternalConstantInt(PreviousAction) Equal scalar(16)))
    1. AsyncWait(10.0)
    2. AllowInterrupts
  3. if ((InternalConstantInt(PreviousAction) Equal scalar(284)))
    1. IfStatementOr ((InternalConstantInt(PreviousAction) Equal scalar(285)))
    2. AsyncWait(15.0)
    3. AllowInterrupts

GFX

  1. SyncWait(0.1)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  3. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  4. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  5. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. SoundEffectOther1(5880)
  2. AsyncWait(1.0)
  3. SoundEffect1(5919)
  4. SyncWait(3.0)
  5. SoundEffect1(5917)
  6. SyncWait(3.0)

Other

  1. Rumble { unk1: 4, unk2: 0 }
  2. SlopeContourStand { leg_bone_parent: 6 }